My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
F2P score
RIP

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch Electro Wizard Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Witch Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Miner

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Miner Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Miner Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeleton Army Miner Inferno Dragon
Giant Snowball
Skeleton Army Witch Miner Inferno Dragon
Zap
Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Skeleton Army Witch Electro Wizard
The Log
Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Skeleton Army Witch Miner Electro Wizard Inferno Dragon
Fireball
Skeleton Army Witch Electro Wizard Inferno Dragon
Poison
Skeleton Army Witch Electro Wizard
Lightning
Witch Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Skeleton Army Miner Inferno Dragon Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Witch Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap The Log Skeleton Army Miner Electro Wizard Inferno Dragon Witch Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Zap The Log Skeleton Army Miner

Attack Synergies 3 11

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Miner Electro Wizard Witch The Log Mega Knight
Skeleton Army
Witch
Zap Miner Mega Knight
The Log
Zap Miner Mega Knight
Miner
Zap Witch The Log Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Zap Miner Mega Knight
Inferno Dragon
Mega Knight Miner
Mega Knight
Inferno Dragon Zap Witch The Log Miner Electro Wizard

Defense Synergies 2 19

Zap
Electro Wizard Mega Knight Skeleton Army Witch The Log Miner Inferno Dragon
Skeleton Army
Zap The Log Electro Wizard Inferno Dragon
Witch
Zap The Log Electro Wizard Mega Knight
The Log
Zap Skeleton Army Witch Miner Electro Wizard Inferno Dragon Mega Knight
Miner
Zap The Log Mega Knight
Electro Wizard
Zap Skeleton Army Witch The Log Inferno Dragon Mega Knight
Inferno Dragon
Zap Skeleton Army The Log Electro Wizard Mega Knight
Mega Knight
Zap Witch The Log Miner Electro Wizard Inferno Dragon

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap The Log Electro Wizard
Skeleton Army Inferno Dragon Zap Witch The Log Electro Wizard Mega Knight
Skeleton Army Witch Mega Knight Electro Wizard Inferno Dragon
Skeleton Army Witch Inferno Dragon Electro Wizard Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Zap Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Zap Witch
Zap The Log Electro Wizard Mega Knight
Witch Inferno Dragon Skeleton Army
Skeleton Army Miner Electro Wizard Mega Knight
Skeleton Army Witch Electro Wizard Zap The Log Mega Knight
Inferno Dragon Zap Witch Electro Wizard
Skeleton Army Mega Knight Zap Witch The Log Electro Wizard
Skeleton Army Mega Knight Zap Witch The Log Electro Wizard
Skeleton Army Inferno Dragon Electro Wizard Mega Knight
Skeleton Army Zap The Log Electro Wizard Inferno Dragon Mega Knight
Mega Knight Skeleton Army Witch Electro Wizard
Mega Knight Zap Skeleton Army Witch The Log Electro Wizard
Zap Witch The Log Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Skeleton Army Mega Knight Witch The Log Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeleton Army Mega Knight Zap Witch Electro Wizard
Electro Wizard Zap The Log Miner Inferno Dragon Mega Knight
Skeleton Army Mega Knight Zap Witch The Log Electro Wizard
Skeleton Army Mega Knight Zap The Log Electro Wizard
Skeleton Army Witch Inferno Dragon Mega Knight
Zap Witch Electro Wizard
Skeleton Army Witch Electro Wizard
Mega Knight Skeleton Army Inferno Dragon
Zap Electro Wizard Mega Knight Skeleton Army Witch The Log Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Witch
Skeleton Army Mega Knight Zap The Log Electro Wizard
Skeleton Army Mega Knight Witch
Skeleton Army Witch Mega Knight
Skeleton Army Witch Electro Wizard Zap The Log Inferno Dragon
Mega Knight Zap Witch The Log Electro Wizard Inferno Dragon

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

The Log
Zap The Log Miner Electro Wizard
The Log Miner
The Log
Zap The Log Mega Knight
Zap Witch
Witch The Log
The Log Zap
The Log Miner Zap
Electro Wizard
Miner Zap The Log Electro Wizard
Zap
The Log Miner
Zap The Log
Zap Witch The Log
The Log Mega Knight
Zap The Log Electro Wizard Mega Knight
Zap Witch The Log Miner Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Witch Mega Knight
Witch Inferno Dragon
The Log Miner Zap Witch Electro Wizard
Zap Witch The Log Miner Mega Knight
Miner Zap The Log
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap The Log Miner Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Skeleton Army Witch
Zap Witch Electro Wizard
The Log
Miner Electro Wizard Mega Knight
The Log Zap
Zap
Mega Knight
Zap Witch The Log Electro Wizard
Zap Witch Electro Wizard
Zap Witch The Log Miner Electro Wizard Mega Knight

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